RimWorld

RimWorld

Industrial Rollers - Conveyor belts & Automation
jefkin 29 Jan, 2019 @ 12:23pm
Thoughts for Industrial Rollers
I love this mod, I mean, short the first month or so before I knew it existed, I've never played a single rim world colony without it. So I have a few years of using it, and I think I've accumulated enough experience to make a suggestion or three.

1] I've seen historic say a few times that he doesn't like the research aspect for his mod, but I would really love for him to add a research anyway. Perhaps with a mod setting to automatically include the research as done (perhaps even having that checked by default). My main reason for this is imersion. While most of my playthroughs this hasn't shown up at all, but if you play a tribal group it seems ironic that my tribes people can't even build a door or a bed to sleep in, but they can construct rollers and pullers and pushers ... I know technically my tribe will still have the potentially long road ahead to gather the electricity needed to power these devices, but it's a little immersion-breaking, none-the-less.

2] I really like that the Pullers can be tied to a zone, and with a little care, i can rename a storage zone to 'Meatpile' then the puller that's tasked with filling up the 'Meatpile' can quickly use the menu to select it, My issue here is probalby not with your mod, but instead with vanila or rim-fridge mod. Vanila lacks the ability to rename a shelf, for instance, and Rimfridge, which does provide the facility to rename the fridges, but that doesn't work correctly. So I can't turn my 'Meatpile' storage zone into a shelf or rim-fridge without carefully trying to make sure that the almost invisible thin grey line goes there. This is an annoyance preventing setting up multiple production processing chains at once. I've learned to work around it, but I have a suggestion about making it easier, if that thin grey line that connected was red instead, and even better if it was visible over the roller tiles and other constructions, that would make figuring out your logistics so much easier.

3] I know it's been addressed before, but I really do think it would be best if pullers only extracted from a limited range, 3 tiles, 5 tiles, etc. I once set up a big stockpile zone tthat covered my killbox, but also extended that zone in a thin 1 tile wide manner right back over to my principal storage, and one puller could empty my killbox of all the corpses, dropped guns and drugs etc, pulling from halfway across the map. I of course felt bad and cheaty after thinking about it as pure teleportation, and now I don't allow myself to build that way, but the temptation is always there. However, I really would like to have an option to ensure that the grab region was more limited. Ideally this option would also apply to the crop/field grabber.
Last edited by jefkin; 29 Jan, 2019 @ 12:26pm